public GameObject AnimationObj;//带有动画的对象 // Use this for initialization void Start () { AnimationObj.animation["AnimationName"].time = AnimationObj.animation["AnimationName"].clip.length; AnimationObj.animation["AnimationName"
AnimationState.speed Description The playback speed of the animation. 1 is normal playback speed. A negative playback speed will play the animation backwards.
目前找到的解决方案是用代码加Event: using System.Collections; using System.Collections.Generic; using UnityEngine; public class NewBehaviourScript : MonoBehaviour { public bool b = false; public bool b1 = true; public AnimationEvent mEvent; // Use this for initiali
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerControll : MonoBehaviour { Transform playerTransform; Animation playerAnimation; Rigidbody playerRigidbody; public float moveSpeed; public float jumpAbi
在Unity手游开发中,经常用到插值运算,我们可以使用Mathf.Lerp自行去实现效果,但是使用插件提高了我们的开发效率,这里归结一下DoTween的基本使用方式以及效果说明: 直接代码: using DG.Tweening; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class OwnTextDoTween : Mono
一.简单的变量插值运算 using System.Collections; using System.Collections.Generic; using UnityEngine; using DG.Tweening; public class GetStart : MonoBehaviour { public Vector3 myValue = Vector3.zero; void Start() { //对变量做动画,通过插值去修改值的变化 //变量由0 0 0变化到10 10 10,变化曲